• Title/Summary/Keyword: Player

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The Transmissibility of Rubber Damper in the Compact Disc Player (컴팩트 디스크 플레이어 고무댐퍼의 전달율)

  • Lee, Tae-Keun;Kim, Byoung-Sam
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.17 no.4
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    • pp.126-132
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    • 2008
  • The vibration and disturbances from operating the compact disk layer have an effect on the play ability. As the excitation sources of the compact disk player, there are the vibration of the motors and gears, impact by mechanical parts and the external excitations. So, most of the compact disk player have a anti-vibrational system, which is included some rubber or oil dampers. In this study, the vibration characteristics of rubber damper which is used home compact disk player are investigated. The materials and shape of rubber damper are changed, and the transmissibility is measured. As a conclusion, the natural frequency is moved to higher frequency and the transmissibility is reduced by the increasing rubber stiffness. In comparison to butyl rubber damper, the transmissibility of silicon damper was increased by larger restitution elasticity. The hollow damper was effective to reduced the transmissibility.

Protect Digital Contents and Instant Player using PKI (공개키 기반의 디지털 콘텐츠 및 인스턴트 플레이어 보호방법연구)

  • Ryu, Seok
    • The KIPS Transactions:PartC
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    • v.13C no.7 s.110
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    • pp.837-842
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    • 2006
  • According to the development of the internet technology, many people can access many kind of digital contents. This approach can infringe the copyright and right owner-ship. Currently many people research the DRM(Digital Rights Management) for protect digital content after digital content downloaded. This paper propose the system that client player witch encrypted using PKI have symmetric key and CCI (copy control information), decrypt digital content witch encrypted when digital content created.

A Design and Implementation of Remote Controller Using XML based on a DiVX Player User Interface (XML을 이용한 DivxPlayer 사용자 인터페이스 기반 리모콘 컨트롤 설계 및 구현)

  • Song, Du-Jae;Lee, Sang-Hun;Moon, Seung-Jin
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.331-334
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    • 2006
  • 최근 VCR과 DVD 플레이어 이후에 많은 주목을 받고 있는 Divx Player는 수많은 종류의 상품들로 전성기를 맞이하고 있다. 이러한 Divx Player는 다양한 상품의 홍수 속에서 이미 충분한 하드웨어, 소프트웨어적 발전을 이루었다. 따라서 엇비슷한 성능의 상품들 속에서 소비자에게 돋보이기 위해서 차별화된 디자인과 편리한 UI(User Interface)가 필요하게 되었다. 이러한 UI 디자인을 구성하는 다양한 방법 중에 웹문서를 조작하듯이 쉽고 편리하게 UI를 수정할 수 있는 XML 파싱이 크게 각광받고 있다. 따라서 본 논문에서는 이러한 Divx Player의 UI를 구성하는 XML의 기능과 그에 관련한 리모컨 조작의 연관성과 그 동작에 관하여 설계 및 구현을 하였다.

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Game Theoretic Modeling for Mobile Malicious Node Detection Problem in Static Wireless Sensor Networks

  • Ho, Jun-Won
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.238-242
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    • 2021
  • Game theory has been regarded as a useful theoretical tool for modeling the interactions between distinct entities and thus it has been harnessed in various research field. In particular, research attention has been shown to how to apply game theory to modeling the interactions between malign and benign entities in the field of wireless networks. Although various game theoretic modeling work have been proposed in the field of wireless networks, our proposed work is disparate to the existing work in the sense that we focus on mobile malign node detection problem in static wireless sensor networks. More specifically, we propose a Bayesian game theoretic modeling for mobile malign node detection problem in static wireless sensor networks. In our modeling, we formulate a two-player static Bayesian game with imperfect information such that player 1 is aware of the type of player 2, but player 2 is not aware of the type of player 1. We use four strategies in our static Bayesian game. We obtain Bayesian Nash Equilibria with pure strategies under certain conditions.

Interactive Video Player for Supporting Learner Engagement in Video-Based Online Learning

  • YOON, Meehyun;ZHENG, Hua;JO, Il-Hyun
    • Educational Technology International
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    • v.23 no.2
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    • pp.129-155
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    • 2022
  • This study sought to design and develop an interactive video player (IVP) capable of promoting student engagement through the use of online video content. We designed features built upon interactive, constructive, active, passive (ICAP), and crowd learning frameworks. In the development stage of this study, we integrated numerous interactive features into the IVP intended to help learners shift from passive to interactive learning activities. We then explored the effectiveness and usability of the developed IVP by conducting an experiment in which we evaluated students' exam scores after using either our IVP or a conventional video player. There were 158 college students who participated in the study; 76 students in the treatment group used the IVP and 82 students in the control group used a conventional video player. Results indicate that the participants in the experiment group demonstrated better achievement than the participants in the control group. We further discuss the implications of this study based on an additional survey that was administered to disclose how usable the participants perceived the IVP to be.

Player Chop : Media Player Program for Enhancing Language Studies (Player Chop : 어학 기능이 강화된 미디어 플레이어 프로그램)

  • Yang, Mi-Hyon;Jo, Kyong-Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.1600-1601
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    • 2011
  • 태블릿 PC의 등장, 미디어 기기의 소형화, 스마트 폰의 등장과 맞물려 기존의 동영상 및 음성을 통한 교육 콘텐츠시장이 크게 확대되어 가고 있다. 특히 어학 콘텐츠의 경우 구간 반복을 통한 내용 전달이 필수적이어서 많은 미디어 플레이어는 사용자가 직접 설정한 구간을 반복 시청할 수 있도록 하는 기능을 포함하고 있다. 본 논문은 기존의 구간 반복 기능에서 한 단계 나아가 사용자의 수동 조작없이 미디어 플레이어가 자동적으로 문장을 감지하여 해당 문장을 반복하는 Player chop를 소개한다. Player chop 는 영상 파일에서 추출된 모든 문장의 시작과 종료 지점에 대한 시간 정보를 목록화 하여 손쉽게 반복 재생이 가능하도록 하였으며, 목록화 된 시간 정보를 바탕으로 자막을 연동하여 사용자의 외국어 학습에 도움이 될 수 있도록 하였다.

An Acquisition of Strategy in Two Player Game by Coevolutionary Agents

  • Kushida, Jun-ichi;Noriyuki Taniguchi;Yukinobu Hoshino;Katsuari Kamei
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.690-693
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    • 2003
  • The purpose of two player game is that a player beats an enemy. In order to win to various enemies, a learning of various strategies is indispensable. However, the optimal action to overcome the enemies will change when the game done over and again because the enemy's actions also change dynamically. Sol it is din-cult that the player aquires the optimal action and that the specific player keeps winning to various enemies. Species who have a competition relation and affect other's existence is called a coevolution. Coevolution has recently attracred considerable interest in the community of Artificial Life and Evolutionary Computation(1). In this paper, we apply Classifier System for agent team to two player game. A reward and a penalty are given to the used rules when the agent achieve specific action in the game and each team's rulebase are evaluated based on the ranking in the league. We show that all teams can acquire the optimal actions by coevolution.

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Effect of Generation Capacity Constraints on a Mixed Strategy Nash Equilibrium in a Multi-Player Game (다자게임에서 발전력제약이 복합전략 내쉬균형에 미치는 영향)

  • Lee, Kwang-Ho
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.57 no.1
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    • pp.34-39
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    • 2008
  • Nash Equilibrium(NE) is essential to investigate a participant's bidding strategy in a competitive electricity market. Congestion on a transmission line makes it difficult to compute the NE due to causing a mixed strategy. In order to compute the NE of a multi-player game, some heuristics are proposed with concepts of a key player and power transfer distribution factor in other studies. However, generation capacity constraints are not considered and make it more difficult to compute the NE in the heuristics approach. This paper addresses an effect of generation capacity limits on the NE, and suggest a solution technique for the mixed strategy NE including generation capacity constraints as two heuristic rules. It is reported in this paper that a role of the key player who controls congestion in a NE can be transferred to other player depending on the generation capacity of the key player. The suggested heuristic rules are verified to compute the mixed strategy NE with a consideration of generation capacity constraints, and the effect of the generation constraints on the mixed strategy NE is analyzed in simulations of IEEE 30 bus systems.

Detection Algorithm of an Active Video Player Region in the Monitor Screen (모니터 화면 내 활성화된 동영상 재생기 영역 검출 기법)

  • Kim, Hak Gu;Song, Byung Cheol
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.3
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    • pp.122-128
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    • 2013
  • This paper presents a detection algorithm that accurately finds the active area of a video player on monitors or smart TVs. Unlike the previous approaches, temporal difference-based detection algorithms or hooking programs, the proposed detection algorithm can locate the active video player by using the spatial and temporal correlation and a corner detection filter. First, an initial location of the video player is found using conventional temporal difference-based detection. Then, starting from the initial location, the four corners of the active video player are detected by the spatial edge information and the corner detection filter. The experimental results show that proposed algorithm provides fast detection speed and high accuracy.

The Relationship between Autonomy and Achievement Motivation of University Players (대학선수들의 자율성과 성취동기와의 관계)

  • Hwang, Sung-Geun
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.465-471
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    • 2016
  • This study intends to figure out the relationship between autonomy and achievement motivation of the university players. For this purpose, Survey was performed to Seoul and Metropolitan area's 25 sports 396 Players., And using SPSS 18 and AMOS program descriptive statistics, exploratory factor analysis, confirmatory factor analysis, reliability analysis were conducted. Based on purified data through the process, the relationship between autonomy and achievement motivation was verified with correlation analysis and regression analysis. As a result, autonomy was recognized by male player higher than female player, and in goal-orientation of the access tendency of achievement goal orientation, male player showed higher scores. And in mastery-avoidance of avoidance, female player showed higher scores and in performance-avoidance, male player showed higher scores. According to regression analysis, autonomy affects mastery-approach and achievement goal orientation of the performance-approach.